Dissolution To Do and Glaring Tyrant: Difference between pages

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This is an ever changing page of stuff that the PCs (or players) need to decide or get done:
{{StatBlockPathfinder
  |name=Glaring Tyrant |CR=13
  |image=
  |align=LE
  |size=Large |type=Aberration
  |init=+6
  |perception=+20 |othersenses=Darkvision (60 ft),
  |languages=Common
  |tag1=


== Questions ==
  |AC=26 |touch=12 |flatfoot=24
  |ACdetail=+2 Dex, -1 size, +15 natural
  |miss=
  |hp=111 |HD=13d8+52
  |fort=+10 |ref=+6 |will=+12
  |weakness=
  |tag2=


# The press definitely wants to interview you. Do you agree?
  |spd=5 ft, fly 30ft (good)
## if so, what type of newspaper would you want to talk to? (Use real-world equivalents, like the New York Times, Wall Street Journal, New York Post, Newsday, National Enquirer, Christian Science Monitor, etc.)
  |melee=bite +3 (2d4)
## How much do you tell them?
  |ranged=eye ray +10 (as ray)
## What do you omit?
  |BAB=+9  | CMB=+10 | CMD=23 (can't be tripped)
## What do you lie about?
  |space=10 |reach=5 ft.
# When you were trying to convince the Commisar of your story, how much physical evidence did you use? For example, did you show him the book describing the ritual? The notes from the cultists? Maps? The plans from the chaos machine room?
  |atkopt=
# Which of the magic items (see below) interest you?
  |gear=
# Are there any items you'd rather sell?
  |sa=Antimagic Eye, Eye Rats, Sustained Barrage
# You want to buy anything with the cash?
 
# Does the group have a name?
  |spelllikecl=13
# In the week that follows the barbarians leaving, is there anything you particularly want to do?
  |spelllikewill=''charm person'' (DC 18), ''disintegrate'' (DC 23), ''blast ray'', ''parasitic ray'', ''slow'' (DC 20), ''telekinesis'' (DC 22)
# (For Oreni) When you talked to the parents of the rune children (see below), how truthful were you? Did you, for example, give your full name? Did you give the full details of the rituals? The cults?


<blockquote>
  |str=10 (+0)
The press definitely wants to interview you. Do you agree?
  |dex=15 (+2)
if so, what type of newspaper would you want to talk to? (Use real-world equivalents, like the New York Times, Wall Street Journal, New York Post, Newsday, National Enquirer, Christian Science Monitor, etc.)
  |con=18 (+4)
Scoffney: High Times
  |int=17 (+3)
Caralaria: Fashion Weekly, Vogue ,Ironworkers Magazine
  |wis=15 (+2)
How much do you tell them?
  |cha=15 (+2)
Scoffney: Wait... where were we?
  |sq=can't be tripped or flanked
Caralaria: Anything they ask about
  |feats=Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot
What do you omit?
  |skills=Bluff +8, Fly +17, Intimidate +18, Knowledge (Arcana) +19, Perception +26, Sense Motive +16, Spellcraft +16, Stealth +10, Survival +12
Scoffney: The vomiting, definitely the vomiting.
  |possessions=
Caralaria: nothing
  |spellbook=
What do you lie about?
  |tag4=
Scoffney: the drug use, finding any treasure and give a false name
Caralaria:her hair being coated in slime
When you were trying to convince the Commisar of your story, how much physical evidence did you use? For example, did you show him the book describing the ritual? The notes from the cultists? Maps? The plans from the chaos machine room?
Scoffney: single handedly disabling the chaos device.
Caralaria: anything
Which of the magic items (see below) interest you?
Scoffney: nothing stands out
Caralaria: always on. the dex gloves, if no takers the cloak.
Are there any items you'd rather sell?
the stuff we can't use
You want to buy anything with the cash?
          the cat ears at full power, caralaria will donate any unused iron to her temple
Does the group have a name?
          nothing we'd agree on.
In the week that follows the barbarians leaving, is there anything you particularly want to do?
        shower, move into the new house.
</blockquote>


<blockquote>
  |environment=Cold hills
Oreni
  |organization=Solitary, pair, or cluster
  |treasure=Double
  |advancement=
  |tag5=


He realizes that to not interview would cause additional rumors etc.  He would interview with papers like the wall street journal, possibly the new york times.   He will be personable and polite but keep everything as vague as possible.  While he wishes to earn the respect of important townspeople, he does not wish to become a common gossip topic.  He will not lie directly but he may claim to not remember details as things "happened so fast" etc  He definiltely would leave out anything about the knights of the pale, dragons, litch's etc.  When scoffney blabs about all of that he will attempt to avoid confirming anything.  "it was dark" and "things happened so fast"  will be a lot of the answers.
   |variants=
}}
== Real World History ==


Oreni would not show the commisar anything. He would merly offer a non detailed explanation of the fight that the party "stumbled into".
The glaring tyrant is a re-imaging of a classic monster for the [[system::Pathfinder]] system, refactored based on [http://www.wizards.com/default.asp?x=dnd/dd/20061028a Mike Mearls' "Monster Makover"] of the same creature. This "makeover" intends to solve the creature's more troubling features, particularly with facing, overuse of save-or-die effects and antimagic, while still keeping the basic flavor of the monster intact. (A Pathfinder version of this creature more true to the original can be found in the netbook [http://www.enworld.org/forum/pathfinder-rpg-discussion/270819-netbook-book-forbidden-lore.html The Book of Forbidden Lore].)


Oreni might keep the necklace from the mother of the child if he can use it otherwise someone else can have it.
== Appearance ==


Oreni would remain vague and polite with all of the parents of the children except for the one who gave the neclace.  He might have given her more of an explanation of what happened since she is clearly a "good person and she might be of help in the future.
Large floating sphere with huge central eye, gaping mouth, and ten eye-stalks.


Naerai:  Naerai is a man of few words.  Naerai would avoid the press and if he had to respond with one or few word answers.  He would probably suggest that the press speak to the other members of the party instead of him.  This is not out of nastiness but rather out of shyness.  The only time he steps into the spotlight is in battle.  When out of combat, he is he is shy do to his knowledge of how harrow elves are generally perceived by others. 
== Special Abillities ==


Naerai would like to have that bell-- can it be charged with extra charges?
'''All Around Vision (Ex)''' Glaring tyrants are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they can't be flanked.
</blockquote>


== Experience ==
'''Antimagic Eye (Su)''' The glaring tyrant can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a swift action, the glaring tyrant creates a 60 foot cone. Anyone in this area who attempts to cast a spell must make a caster level check (DC 18) to successfully complete the spell. This DC is Intelligence based and includes a +4 racial bonus. This effect does not interfere with the tyrant's eye rays.


Each character receives 12,737xp for the chapter just completed. This puts everyone to 63,737xp which, unfortunately, is well short of the 71,000xp needed to reach next level. Previously, you were just passed the threshold for reaching your current level, so you still have a bit to go.
'''Can't Be Tripped (Ex)''' As creatures who float, glaring tyrants cannot be tripped.


== Rewards ==
'''Eye Rays (Su)'''  Each of a glaring tyrant's eye stalks can produce a ray of magical energy with a range of 150 feet. As a standard action, a glaring tyrant can produce one ray from each eyestalk. It can target up to three rays at a single target. Each ray aimed at a specific target must have a different effect, but a glaring tyrant can use the same ability twice per round. Each ray requires a successful ranged touch attack. Glaring tyrants gain a +4 racial bonus to the save DCs for these rays. Rays which duplicate spell effects act as if cast by a 13th level wizard.


The rewards gained for the runebearer kids:
* The ''stun ray'' can either Stun the target on a failed Will save (DC 18) or be used to cast ''charm person'' (DC 18).
* The ''blast ray'' does 6d6 points of damage, with the glaring tyrant choosing one of the five energy types (acid, cold, electricity, fire or sonic) as it fires.
* The ''telekinesis ray'' functions as a ''telekinesis'' spell. The alternative Combat Maneuver Bonus provided by the spell (see description) is based on Intelligence (CMB +16). A telekinetic effect may be sustained over multiple rounds (as per the spell), but this requires that the ray remain focused on the target. In combat, glaring tyrants most often use this ray to bull rush or trip approaching melee fighters.
* The ''slow ray'' works as per the spell if it hits (DC 20).
* The ''disintegrate ray'' works as the spell (DC 23, base damage 26d6).


* Dullin Balacazar, human male, age 8. Delivered to 1 Outer Ring Row, Rivergate. Dullen is the grandson of Menon Balacazar, a "wealthy financier" who everyone knows is really the kingpin of city's most powerful organized crime family. He [[Dissolution News - 21st of Growth, 721|previously]] offered a 5,000gp bounty for the safe return of Dullen, which Dullen's mother paid immediately. She also asked lots of questions about the cults who took Dullen, and the ritual in which he was to be sacrificed.
As an example, suppose a glaring tyrant encounters a party of four adventurers: a fighter, a cleric, a rogue, and a wizard. On its turn, it uses three rays against two targets, and two rays against two other targets. It cannot use any specific ray more than twice. It uses its rays in the following manner:
* Darata Chornim, human female, age 6. Delivered to 6 Dawn Path, Nobles' Quarter. Darata lives only with her mother Tara in a fairly small house (for the Noble's Quarter) with an extremely well tended garden near the Holy Palace of the Church of Lothian (which is the home of what is sort of like the "pope" of the whole church). Tara clearly is strongly devoted to Lothian, and can cast divine magic (she cast bless on Oreni), but doesn't appear to be official associated with the church. She was nearly beside herself with joy when her daughter was returned, and took a holy symbol from her own neck to give to Oreni, forcing him to take it, insisting "the blessings of Lothian would watch over you". The symbol is an exquisitely made and detailed Lothian ankh, fashioned from platinum and a number of small, tasteful sapphires. Oreni detected magic in it and has since determined that once per day, a short prayer to Lothian will create a ''[http://www.d20pfsrd.com/magic/all-spells---final/resilient-sphere resilient sphere]'' around the location of the symbol at the time of casting. This sphere does not move once cast.
* Corrent Epathi, halfling male, age 10. Delivered to 3 Princes Street, Nobles' Quarter. Corrent is an orphan, cared for by a female human named Zellath Kory. Ms. Kory was not home when Corrent was returned, but her house staff was ecstatic. Corrent demanded that Oreni come see "his bird house", which turned out to be a small metalworking shop in the basement. In this shop, Corrent makes stunningly realistic statues of birds out of silver, most of them actual size. Clearly gifted with skill far beyond his years, he gave a rather stern looking (and somewhat fragile) owl to Oreni in thanks. Days later, an invitation to dine with Zellath Kory and Corrent at the start of the month arrived for Oreni at the Ertho estate.
* Tarthia Kor, human female, age 8. Tarthia, the runebearer who was killed, is the daughter of Lac and Brellyra Kor, who live at 5 Stout Street, Midtown. Lac is a metalworker and so a member of the Ironworker's Guild. Oreni didn't meet them until after Terthia had been resurrected. Of the four clerics in the city capable of casting ''[http://www.d20pfsrd.com/magic/all-spells---final/true-resurrection true resurrection]'', the Kor family preferred Maeda von Rustal, the High Priestess of the Temple of Teun, the Mother of All Machines. Once it became clear that the child came from a working class family, donations flooded the temple, with the temple itself donating a third of the cost of the spell (30,000gp total). Upon the return of his child, Kor provide each member of the group with a rose made from iron, forged by his own hand.


== Loot ==
* Fighter: ''telekinesis'', ''slow'', ''disintegrate''.
* Wizard: ''telekinesis'', ''blast ray'' (cold), ''stun''.
* Cleric: ''stun'', ''disintegrate''.
* Rogue: ''slow'', ''blast ray'' (acid).


I went through the loot list and sold anything that you guys clearly wouldn't want, converting it mostly into gemstones. This includes the cash reward from the Balacazars, but I did not sell the other rewards. All told, the cashed in loot comes to around 45,000gp total. This materializes as the following for each member of the group:
'''Flight (Ex)'''  A glaring tyrant's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet and grants it a permanent ''feather fall'' effect (as the spell) with personal range. The glaring tyrant may hover without needing to make a Fly skill check.


* 6 x 1,000gp emeralds
'''Sustained Barrage (Su)'''  Glaring tyrants continually seethe with arcane energy, allowing them to create a sustained barrage of rays. A glaring tyrant rolls two dice for initiative and records both results. On a glaring tyrant's initiative count, it can choose to take its normal turn or a special barrage turn. It may take one normal turn per round and one barrage turn per round. On its barrage turn, the glaring tyrant may fire its ''telekinesis ray'', or a special ''parasitic ray'', at any target within 60 feet. The ''parasitic ray'' functions as the spell ''vampiric touch'', but requires a ranged touch attack instead of a melee touch. The glaring tyrant fires twice, using either type of ray for each shot. It may fire both rays at the same target, or each at a different targets. The glaring tyrant cannot take any other actions on its barrage turn except to delay.
* 3 x  500gp topaz


In addition, the stuff that was not sold needs to be divvied up. Here is the list [with who can actually make use of it]:
== Design Choices ==


*[http://rpg.divnull.com/ptolus/rosegate.pdf Rosegate house] (~100,000gp)
All of the advice in the monster makeover was followed, with two exceptions. The first is the telekinesis ray. The Pathfinder version of this spell, while still complicated, leverages the combat maneuver rules in a good way, so using them instead of adding arbitrary "save or be moved" mechanics seems like a better idea. The second change is to the sustained barrage ability. Rather than reuse the blast ray, I changed Mark's version to use a ''vampiric touch''-like effect. The damage is the same (6d6), but provides a bit more staying power to the tyrant.
*Bell of Greater Sleep, 12 charges (10,000gp) [Naerai]
*5 x +2 holy arrows (5x646.05gp) [Lostwhite]
*Longsword +2 human bane (18,315gp) [sold]
*Shortsword +1 evil outsider bane (8,310gp) [sold]
*+1 mithral breastplate (5,240gp) [Sikarsis]
*Bag of holding type I (2,500gp) [Oreni]
*Cloak of resistance +2 (4,000gp) [Caralaria]
*Gloves of dexterity +2 (4,000gp) [Caralaria]
*[http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC-Lens-of-Detection Lens of detection] (3,500gp)
*strand of prayer beads, lesser (9600gp) [Sikarsis]
*sustaining spoon (5400gp) [sold]
*Lothian holy symbol (see above) [Oreni]
*Silver owl sculpture (see above, ~2,000gp)
*6 x iron roses (hard to price)
*potion: gaseous form [Naeri]
*potion: 2 x elixir of truth (2x500gp) [Oreni, Sikarsis]
*potion: 2 x cure moderate wounds (2x300gp) [Naeri]
*potion: 4 x cure serious wounds (4x750gp) [Lostwhite x2, Scoffney, Oreni]
*potion: fly (750gp) [Scoffney]
*potion: magic fang (50gp) [Caralaria]
*potion: owl's wisdom (300gp) [Caralaria]
*potion: 2 x antitoxin (2x50gp) [Sikarsis, Scoffney]
*scroll: animate dead (375gp) [sold]
*scroll: 3 x hold person (divine) (3x150gp) [Naerai x2, Sikarsis]
*scroll: magic vestment (700gp) [Sikarsis]
*scroll: sending (divine) (700gp) [Naerai]
*scroll: teleport (1125gp) [Oreni]
*wand: scorching ray (35 charges) (4500gp) [Naerai]


Naeri buys:
The starting point for the stats was to keep the CR at 13. According to the Pathfinder SRD [http://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-creation monster creation guidelines] a CR 13 aberration should have 19 hit dice, around 180 hp, AC 28, attacks of 22/16, do around 45-60 points of damage per attack, have save DCs in the 15-21 range, and make saves in the 12-16 range. Since, as originally written, the creature is a bit of a "glass cannon", I strayed pretty far from this advice:
*wand of silence (4500)
*wand of cure serious (11,250)
*2 elemental gems (earth, air)


== Cat Ears (and other custom items) ==
* Hit dice: to keep the caster level at 13, I went with 13 hit dice instead of 19. This changes a lot of the other scores, making the tyrant physically weak for its CR, as it should be. At 4.5hp per die, the tyrant's average hp are just over half the standard for the CR.
* AC is lower than normal for the CR.
* WIth the two disintigrates and two blasts each round, the tyrant's damage output is ''much'' higher.
* The save DCs range slightly higher than typical for the CR.
* The lower number of hit dice yields much lower attack ratings and saving throws. Since most of tyrant's abilities used ranged touches, this is probably about right.


Hiring the Dreaming Apothecary to make you magic stuff works like this. Being good customers of Danbury's in Delver's Square, they provide you with a small bronze token and instruct you to sleep with it under your pillow. And then... we'll roleplay the rest.
[[Category:Creature]]
 
For items created by the Dreaming Apothecary follow the rules for [http://www.d20pfsrd.com/equipment---final/magic-items#TOC-Magic-Item-Creation creating magic items]. Note that all references to costs in these rules are the costs to the Dreaming Apothecary to actually make the thing. They sell these items for double that (i.e. the normal list price for the item).
 
The cat ears that allow seeing in the dark are similar to the [http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC-Goggles-of-Night goggles of night], except they occupy the headband slot instead of the eyes slot. Just like the goggles, the cost to Caralaria will be 12,000gp. Note that this is for an item that functions all the time. Costs can be reduced slightly for items that, for example, only activate a certain number of times per day, or use charges.
 
== Rumors ==
 
More news and rumors will be coming, but for now, please re-read your own characters' pages on the main [[Dissolution]] page, particularly the contact and rumors sections. Some of these may be important going forward (dun-dun-DUN!), and you might actually want to touch base with some of these people for various reasons.

Revision as of 22:53, 24 February 2011

Glaring Tyrant CR 13

LE Large Aberration

Init +6, Senses Perception +20; Darkvision (60 ft),

DEFENSE
AC 26, touch 12, flat-footed 24 (+2 Dex, -1 size, +15 natural)

hp 111 (13d8+52 HD)

Fort +10, Ref +6, Will +12

OFFENSE
Spd 5 ft, fly 30ft (good)

Melee bite +3 (2d4)

Ranged eye ray +10 (as ray)

Space 10 ft.;Reach 5 ft.

Special Actions Antimagic Eye, Eye Rats, Sustained Barrage

Spell-Like Abilities (CL 13)

At willcharm person (DC 18), disintegrate (DC 23), blast ray, parasitic ray, slow (DC 20), telekinesis (DC 22)

STATISTICS

Str 10 (+0), Dex 15 (+2), Con 18 (+4), Int 17 (+3), Wis 15 (+2), Cha 15 (+2)

Base Atk +9, CMB +10, CMD 23 (can't be tripped)

SQ can't be tripped or flanked

Feats Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot

Skills Bluff +8, Fly +17, Intimidate +18, Knowledge (Arcana) +19, Perception +26, Sense Motive +16, Spellcraft +16, Stealth +10, Survival +12

ECOLOGY

Environment Cold hills

Organization Solitary, pair, or cluster

Treasure Double

Real World History

The glaring tyrant is a re-imaging of a classic monster for the Pathfinder system, refactored based on Mike Mearls' "Monster Makover" of the same creature. This "makeover" intends to solve the creature's more troubling features, particularly with facing, overuse of save-or-die effects and antimagic, while still keeping the basic flavor of the monster intact. (A Pathfinder version of this creature more true to the original can be found in the netbook The Book of Forbidden Lore.)

Appearance

Large floating sphere with huge central eye, gaping mouth, and ten eye-stalks.

Special Abillities

All Around Vision (Ex) Glaring tyrants are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they can't be flanked.

Antimagic Eye (Su) The glaring tyrant can focus its large, central eye on an area, disrupting all spellcasting that takes place there. As a swift action, the glaring tyrant creates a 60 foot cone. Anyone in this area who attempts to cast a spell must make a caster level check (DC 18) to successfully complete the spell. This DC is Intelligence based and includes a +4 racial bonus. This effect does not interfere with the tyrant's eye rays.

Can't Be Tripped (Ex) As creatures who float, glaring tyrants cannot be tripped.

Eye Rays (Su) Each of a glaring tyrant's eye stalks can produce a ray of magical energy with a range of 150 feet. As a standard action, a glaring tyrant can produce one ray from each eyestalk. It can target up to three rays at a single target. Each ray aimed at a specific target must have a different effect, but a glaring tyrant can use the same ability twice per round. Each ray requires a successful ranged touch attack. Glaring tyrants gain a +4 racial bonus to the save DCs for these rays. Rays which duplicate spell effects act as if cast by a 13th level wizard.

  • The stun ray can either Stun the target on a failed Will save (DC 18) or be used to cast charm person (DC 18).
  • The blast ray does 6d6 points of damage, with the glaring tyrant choosing one of the five energy types (acid, cold, electricity, fire or sonic) as it fires.
  • The telekinesis ray functions as a telekinesis spell. The alternative Combat Maneuver Bonus provided by the spell (see description) is based on Intelligence (CMB +16). A telekinetic effect may be sustained over multiple rounds (as per the spell), but this requires that the ray remain focused on the target. In combat, glaring tyrants most often use this ray to bull rush or trip approaching melee fighters.
  • The slow ray works as per the spell if it hits (DC 20).
  • The disintegrate ray works as the spell (DC 23, base damage 26d6).

As an example, suppose a glaring tyrant encounters a party of four adventurers: a fighter, a cleric, a rogue, and a wizard. On its turn, it uses three rays against two targets, and two rays against two other targets. It cannot use any specific ray more than twice. It uses its rays in the following manner:

  • Fighter: telekinesis, slow, disintegrate.
  • Wizard: telekinesis, blast ray (cold), stun.
  • Cleric: stun, disintegrate.
  • Rogue: slow, blast ray (acid).

Flight (Ex) A glaring tyrant's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet and grants it a permanent feather fall effect (as the spell) with personal range. The glaring tyrant may hover without needing to make a Fly skill check.

Sustained Barrage (Su) Glaring tyrants continually seethe with arcane energy, allowing them to create a sustained barrage of rays. A glaring tyrant rolls two dice for initiative and records both results. On a glaring tyrant's initiative count, it can choose to take its normal turn or a special barrage turn. It may take one normal turn per round and one barrage turn per round. On its barrage turn, the glaring tyrant may fire its telekinesis ray, or a special parasitic ray, at any target within 60 feet. The parasitic ray functions as the spell vampiric touch, but requires a ranged touch attack instead of a melee touch. The glaring tyrant fires twice, using either type of ray for each shot. It may fire both rays at the same target, or each at a different targets. The glaring tyrant cannot take any other actions on its barrage turn except to delay.

Design Choices

All of the advice in the monster makeover was followed, with two exceptions. The first is the telekinesis ray. The Pathfinder version of this spell, while still complicated, leverages the combat maneuver rules in a good way, so using them instead of adding arbitrary "save or be moved" mechanics seems like a better idea. The second change is to the sustained barrage ability. Rather than reuse the blast ray, I changed Mark's version to use a vampiric touch-like effect. The damage is the same (6d6), but provides a bit more staying power to the tyrant.

The starting point for the stats was to keep the CR at 13. According to the Pathfinder SRD monster creation guidelines a CR 13 aberration should have 19 hit dice, around 180 hp, AC 28, attacks of 22/16, do around 45-60 points of damage per attack, have save DCs in the 15-21 range, and make saves in the 12-16 range. Since, as originally written, the creature is a bit of a "glass cannon", I strayed pretty far from this advice:

  • Hit dice: to keep the caster level at 13, I went with 13 hit dice instead of 19. This changes a lot of the other scores, making the tyrant physically weak for its CR, as it should be. At 4.5hp per die, the tyrant's average hp are just over half the standard for the CR.
  • AC is lower than normal for the CR.
  • WIth the two disintigrates and two blasts each round, the tyrant's damage output is much higher.
  • The save DCs range slightly higher than typical for the CR.
  • The lower number of hit dice yields much lower attack ratings and saving throws. Since most of tyrant's abilities used ranged touches, this is probably about right.